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Heroes Community > Heroes 5 - Modders Workshop > Thread: [MOD] Might & Magic: Heroes 5.5
Thread: [MOD] Might & Magic: Heroes 5.5 This Popular Thread is 435 pages long: 1 50 100 150 200 250 300 350 ... 385 386 387 388 389 ... 400 435 · «PREV / NEXT»
thGryphn
thGryphn


Promising
Famous Hero
posted September 13, 2019 11:22 PM

All these developments about Witch Huts bring me to an old question: Does it seem at all possible to reveal what skills a hut offers (after having visited it) on the adventure map?


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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 13, 2019 11:33 PM
Edited by dredknight at 23:35, 13 Sep 2019.

From my understanding of scripting so far, that can happen in the following manner if all points can exist technically:

1. Script detects right-click-over-a-witch-hut event (not sure if such function exist. Magno?)
2. Script checks if player has visited the which hut with at least once since game start (no matter which hero).
3. script gets currently selected hero and takes his class (if no hero selected nothing happens).
4. Script presents the 2 skills that the Witch hut will give as flyby message (or in other manner if possible).

So far I am certain that 2, 3 and 4 exist.
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 14, 2019 01:18 AM
Edited by magnomagus at 01:22, 14 Sep 2019.

1 is not possible, also I have no idea how you think 3 is possible.

This is possible using script function used for the supplier buildings, (but only if it proves to work for witch object, sometimes functions don't work for all objects):

OverrideObjectTooltipNameAndDescription

EDIT: likely you cannot insert variables, so will have to make txt file for every possible combination, which makes it theoretical.

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blackboy_homm
blackboy_homm


Hired Hero
posted September 14, 2019 03:10 AM

keyword: combatscript hotseat

magnomagus said:
1 is not possible, also I have no idea how you think 3 is possible.

This is possible using script function used for the supplier buildings, (but only if it proves to work for witch object, sometimes functions don't work for all objects):

OverrideObjectTooltipNameAndDescription

EDIT: likely you cannot insert variables, so will have to make txt file for every possible combination, which makes it theoretical.




First of all, thanks for this great mod!
Hi, magnomagus!I have a question, need your help.I code 'SetHeroCombatScript' in script, and this combat script works on the one-player game, but it doesn't work on the hotseat game.
I know how to activate 'H55-Core.lua' on the hotseat game, but the combat script what imports by 'SetHeroCombatScript' also doesn't work.
How can I solve this issue, recode the exe? or some simple method?

Thank you for your attention

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thGryphn
thGryphn


Promising
Famous Hero
posted September 14, 2019 09:05 AM

thGryphn said:
All these developments about Witch Huts bring me to an old question: Does it seem at all possible to reveal what skills a hut offers (after having visited it) on the adventure map?





Thanks for the responses and the great work guys!
It's something nice to have but apparently no shortcut to it. On the back-burner, it goes


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 14, 2019 12:50 PM
Edited by magnomagus at 13:13, 14 Sep 2019.

@blackboy_homm:

I was once told combat scripts don't work in multiplayer, so I always avoided them, thanks to your testing we can now be sure it is true.

EDIT: unless it of course it can be changed in .exe somehow
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 14, 2019 02:53 PM

Btw I found the reason for my performance boost.
It seems I did change visual details from "Very high" to "low" and turned eyecandies off because I was doing some stuff remotely. Then when I got home suddenly it felt so much faster...

Anyway, to some other stuff. I am deprecating Counterspell fix because it requires some space. I am not gonna go into much detail but it is just too much work and a lot of things can get broken in an attempt to be done so I leave this in the junk for now.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 14, 2019 06:49 PM

magnomagus said:
@blackboy_homm:

I was once told combat scripts don't work in multiplayer, so I always avoided them, thanks to your testing we can now be sure it is true.

EDIT: unless it of course it can be changed in .exe somehow


I has coded so many combat script on H55. I very want to it can work on multiplayer. Would you tell some software or instructional video for recode the 'exe'?

Thank you for your reply.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 14, 2019 08:33 PM

@blackboy; that is going to be difficult, you will likely need an advanced disassembler like IDA, you can start here:

http://heroescommunity.com/viewthread.php3?TID=41228

if you succeed, please let us know.
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blackboy_homm
blackboy_homm


Hired Hero
posted September 14, 2019 10:03 PM

magnomagus said:
@blackboy; that is going to be difficult, you will likely need an advanced disassembler like IDA, you can start here:

http://heroescommunity.com/viewthread.php3?TID=41228

if you succeed, please let us know.


Thank you, I will try my best.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 15, 2019 01:11 AM

I have posted a new article on moddb about the upcoming random duel maps

MMH55 Random Duel Maps
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KJeraD
KJeraD

Tavern Dweller
posted September 15, 2019 09:01 AM
Edited by KJeraD at 09:03, 15 Sep 2019.

That's great news!

Funily enough, one of the Polish Heroes Community called "Tawerna" is currently hosting a contest which takes place on an Duel-based custom map. Maybe this will encourage people to attempt similar events in the future, but in MMH 5.5 environment.

One small thing: Where can I find the welcoming screen text in MMH 5.5 files?

Also, I've met only one "serious" issue with the the ARMG translation so far. The text which describes the randomly generated maps features English equivalents for Water/No Water, Size of the map and Monster Strength, and I'm not entirely sure it should be that way. I wonder if it's related to my otherwise natively English game text (I switched to Polish for the sake of testing, though), or have some files been tweaked since then?
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dredknight
dredknight


Honorable
Supreme Hero
disrupting the moding industry
posted September 15, 2019 10:06 AM
Edited by dredknight at 10:13, 15 Sep 2019.

@KJeraD,
I am following them closely but there was nothing we can propose due to the lack of proper MMh55 Duel map. This tourney rules are already set in stone, but we will see for the next one!

H5 Duel games are played daily on Game Ranger so I expect a jump in popularity after next release. Magno really did good!
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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 15, 2019 12:56 PM

@KjeraD: I don't understand what your issue is? you mean the variables cannot be translated? if there are no relevant files in the original game then, Nival overlooked this.

Also the (QAI, not H55) welcome txt was baked in the .exe and cannot be translated or changed.
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Bandaro
Bandaro

Tavern Dweller
posted September 15, 2019 10:19 PM
Edited by Bandaro at 22:27, 15 Sep 2019.

While I love the idea of nerfing the Attack and Defense attributes, I feel like they tiped the balance of tiers. The way it used to be, recruiting creature from tier above was always more cost efficient - not necessarily better idea, when you hired minotaur instead of fury, but you get the point. Footmen for 1000 gold will kill Peasants for 1000, 1 Angel kills 2 Cavaliers etc. It was rewarding, constructing higher tier, even if you had little money, was an investment.

Currently, those fights are closer than it used to be. While hiring an Angel is still better than anything Haven has, there are cases when it is pretty even. Footmen vs Peasants is really close call, they both serve similar purpose, have somewhat equal strength and only skills tip the balance in favor of footmen. In 3.1 footmen were slightly stronger also in terms of survivability and damage.

While you may say it's just few percentages that do not matter, high tier vs low tier fights show the difference. Archangel used to deal 125 dmg to peasants and 100 peasants used to deal 40 damage to him. In 5.5 it is 100 dmg vs 50 dmg, Peasants in 5.5 deal 25% more dmg and receive 20% less dmg, overall about 50% increase in efficiency against higher tiers than it used to be - and IMO it's not a good change.

When I looked at the notes, the reason you nerfed att/deff was the might heroes supremacy, not the balance of creatures. I gotta ask you if you have considered will impact the balance and I wonder if you wanted to change that. From a few hot-seat games I do feel like the difference is noticable and high tier creature stacks, which aren't usually too big are kinda underperfoming - still strong, but not as strong as they used to be.

To solve this, I would adjust current att/deff values of creatures to match the modifiers from 3.1 when attacking 0/0 creature. It will not impact the balance too much, since every faction will receive changes, although for Necro it might be a slight nerf, since tons of skeleton archers from necromancy will be weaker. But they used to be weaker and IMO it was ok.

What's your opinion? If it is too time consuming i can do the maths and adjustments.
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thGryphn
thGryphn


Promising
Famous Hero
posted September 16, 2019 06:19 AM

You're trying to solve a non existent problem. All the impacts of this change was considered and the balance between the tiers was also intended. Before, low tiers started losing their relevance even before midgame. That's about 60% of the creatures in the game totally irrelevant come from endgame. Even now, like you said, you cannot win any reasonably long game without a powerful Tier 7 stack, but at least you can make use of your Tier 1s maybe even at the final battle.

Faction by faction and considering some hero specialties, relative balance between tiers certainly vary. Necro is clearly an outlier, but even Gorschak and Havez need their Tier 7 stacks to win most of the games.


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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 16, 2019 09:35 AM

ThGryhn is right, I'm aware of this and have extensively compared duel battles between 5% and 2.5%. In 5% lower tiers become too weak. A chess game with 7 pieces is more interesting than with 4 pieces.


Low tiers were very cheap in 3.1, most of them are more expensive in h55.

Also lots of creatures already got boosted, you just don't see it with angels since they were so strong in TOE they were pretty much '2.5% balanced' in a '5% game', while devils were more like '5% balanced' they got a big statboost in H55.

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Bandaro
Bandaro

Tavern Dweller
posted September 16, 2019 01:26 PM
Edited by Bandaro at 13:27, 16 Sep 2019.

Fair enough guys, I'll stop complaining then, I just love my dragons Good thing you have considered this.

I have a question - what is actually the scaling of Att/Deff? Skillwheel in RC12 tells me about 3.3% while manual says 2.5% and now you remind about 2.5% leaving me confused. My test proved the ingame value (3.3%) appears to be true. I use RC12 version with hotfix downloaded from moddb.

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magnomagus
magnomagus


Admirable
Legendary Hero
modding wizard
posted September 16, 2019 01:57 PM

good find, text must be fixed, ingame it is 2.5%
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thGryphn
thGryphn


Promising
Famous Hero
posted September 16, 2019 02:00 PM

Bandaro said:
Fair enough guys, I'll stop complaining then, I just love my dragons Good thing you have considered this.

I have a question - what is actually the scaling of Att/Deff? Skillwheel in RC12 tells me about 3.3% while manual says 2.5% and now you remind about 2.5% leaving me confused. My test proved the ingame value (3.3%) appears to be true. I use RC12 version with hotfix downloaded from moddb.



You are right that the text in the in-game skillwheel needs to be updated. It's an unfortunate oversight.

But you are wrong about the actual dynamics. It is 2.5%.


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